mirror of
https://github.com/kuhyx/engineer-thesis-WUT.git
synced 2026-07-04 15:43:19 +02:00
fix: make breakout.cpp clang compliant
This commit is contained in:
parent
a88c7a2cab
commit
d857bf7016
@ -1,5 +1,5 @@
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---
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---
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Checks: '*,-llvmlibc-implementation-in-namespace'
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Checks: '*,-altera-unroll-loops, -cppcoreguidelines-pro-type-reinterpret-cast,-llvmlibc-implementation-in-namespace,-llvmlibc-callee-namespace, -llvmlibc-restrict-system-libc-headers, -modernize-use-trailing-return-type'
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WarningsAsErrors: ''
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WarningsAsErrors: ''
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HeaderFilterRegex: ''
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HeaderFilterRegex: ''
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AnalyzeTemporaryDtors: false
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AnalyzeTemporaryDtors: false
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BIN
breakout/breakout
Executable file → Normal file
BIN
breakout/breakout
Executable file → Normal file
Binary file not shown.
@ -1,9 +1,11 @@
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// Copyright [2023] Krzysztof Rudnicki
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_BREAKOUT_CPP
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <array>
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#include <iostream>
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#include "../dependencies/include/glad/glad.h"
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#include "../dependencies/include/glad/glad.h"
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#include "./game.hpp"
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#include "./game.hpp"
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#include "./resourceManager.hpp"
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#include "./resourceManager.hpp"
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@ -23,7 +25,7 @@ Game &getBreakoutInstance() {
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return Breakout;
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return Breakout;
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}
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}
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int main(int /*argc*/, char * /*argv*/[]) {
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void initGLFW() {
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glfwInit();
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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@ -32,79 +34,130 @@ int main(int /*argc*/, char * /*argv*/[]) {
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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#endif
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glfwWindowHint(GLFW_RESIZABLE, 0);
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glfwWindowHint(GLFW_RESIZABLE, 0);
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}
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GLFWwindow *window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout",
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int failedGLAD() {
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nullptr, nullptr);
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// we are forced to use reinterpret_cast since there is no standard-compliant
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glfwMakeContextCurrent(window);
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// way to convert a void* (which is what glfwGetProcAddress returns) to a
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// function pointer in C++
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress)) ==
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if (gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress)) ==
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0) {
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0) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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return -1;
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}
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}
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return 0;
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}
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glfwSetKeyCallback(window, bugprone-easily-swappable-parameters
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std::pair<double, double> calculate_delta_time(double deltaTime,
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double lastFrame) {
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// calculate delta time
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// --------------------
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// --------------------
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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double const currentFrame = glfwGetTime();
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glEnable(GL_BLEND);
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deltaTime = currentFrame - lastFrame;
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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lastFrame = currentFrame;
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glfwPollEvents();
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return std::make_pair(deltaTime, lastFrame);
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}
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// initialize game
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void main_loop_render(Game Breakout) {
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// ---------------
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// render
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Breakout.Init();
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glClearColor(0.0F, 0.0F, 0.0F, 1.0F);
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glClear(GL_COLOR_BUFFER_BIT);
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Breakout.Render();
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}
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void main_loop_inside(GLFWwindow *window, double deltaTime, double lastFrame,
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Game Breakout) {
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const std::pair<double, double> times =
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calculate_delta_time(deltaTime, lastFrame);
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deltaTime = times.first;
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lastFrame = times.second;
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// manage user input
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Breakout.ProcessInput(deltaTime);
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// update game state
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Breakout.Update(deltaTime);
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main_loop_render(Breakout);
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glfwSwapBuffers(window);
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}
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void main_loop(GLFWwindow *window, const Game &Breakout) {
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// deltaTime variables
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// deltaTime variables
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// -------------------
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const double deltaTime = 0.0F;
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float deltaTime = 0.0F;
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const double lastFrame = 0.0F;
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float lastFrame = 0.0F;
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// We do not comply with altera-unroll-loops
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// since each loop iteration is dependent on the previous one.
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while (glfwWindowShouldClose(window) == 0) {
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while (glfwWindowShouldClose(window) == 0) {
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// calculate delta time
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main_loop_inside(window, deltaTime, lastFrame, Breakout);
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// --------------------
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float const currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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glfwPollEvents();
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// manage user input
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// -----------------
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Breakout.ProcessInput(deltaTime);
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// update game state
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// -----------------
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Breakout.Update(deltaTime);
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// render
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// ------
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glClearColor(0.0F, 0.0F, 0.0F, 1.0F);
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glClear(GL_COLOR_BUFFER_BIT);
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Breakout.Render();
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glfwSwapBuffers(window);
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}
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}
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}
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int delete_resources() {
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// delete all resources as loaded using the resource manager
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// delete all resources as loaded using the resource manager
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// ---------------------------------------------------------
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ResourceManager::Clear();
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ResourceManager::Clear();
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glfwTerminate();
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glfwTerminate();
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return 0;
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return 0;
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}
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}
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void key_callback(GLFWwindow *window, int key, int /*scancode*/, int action,
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void gl_magic(GLFWwindow *window) {
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int /*mode*/) {
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glfwSetKeyCallback(window, key_callback);
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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int main(int /*argc*/, char * /*argv*/[]) {
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initGLFW();
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GLFWwindow *window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Breakout",
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nullptr, nullptr);
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glfwMakeContextCurrent(window);
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if (failedGLAD() != 0) {
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return -1;
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}
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gl_magic(window);
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Game Breakout = getBreakoutInstance();
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// initialize game
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Breakout.Init();
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main_loop(window, Breakout);
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return delete_resources();
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}
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void exit_window(GLFWwindow *window, const int key, const int action) {
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// when a user presses the escape key, we set the
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// when a user presses the escape key, we set the
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// WindowShouldClose property to true, closing the application
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// WindowShouldClose property to true, closing the application
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, 1);
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glfwSetWindowShouldClose(window, 1);
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}
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}
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if (key >= 0 && key < 1024) {
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}
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if (action == GLFW_PRESS) {
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Breakout.Keys[key] = true;
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void key_callback_happy(const std::pair<int, int> action_key) {
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} else if (action == GLFW_RELEASE) {
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Game Breakout = getBreakoutInstance();
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Breakout.Keys[key] = false;
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if (action_key.first == GLFW_PRESS) {
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Breakout.Keys.at(action_key.second) = true;
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} else if (action_key.first == GLFW_RELEASE) {
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Breakout.Keys.at(action_key.second) = false;
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}
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}
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void key_callback_sad(int key) {
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std::cerr << "key_callback_sad Error! key is out of range!" << key
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<< std::endl;
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}
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// Assume Breakout.Keys is of type KeyArray
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void key_callback(GLFWwindow *window, int key, int /*scancode*/, int action,
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int /*mode*/) {
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// Define the array type for keys
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const int MAX_KEYS_TRACKED = 1024;
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using KeyArray = std::array<bool, MAX_KEYS_TRACKED>;
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exit_window(window, key, action);
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if (key >= 0 && key < MAX_KEYS_TRACKED) {
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try {
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key_callback_happy(std::pair<int, int>(action, key));
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} catch (const std::out_of_range &e) {
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key_callback_sad(key);
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}
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}
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}
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}
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}
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}
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@ -6,13 +6,11 @@
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Game::Game(unsigned int width, unsigned int height)
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Game::Game(unsigned int width, unsigned int height)
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: State(GAME_ACTIVE), Keys(), Width(width), Height(height) {}
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: State(GAME_ACTIVE), Keys(), Width(width), Height(height) {}
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Game::~Game() = default;
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void Game::Init() {}
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void Game::Init() {}
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void Game::Update(float dt) {}
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void Game::Update(double dt) {}
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void Game::ProcessInput(float dt) {}
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void Game::ProcessInput(double dt) {}
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void Game::Render() {}
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void Game::Render() {}
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@ -1,6 +1,7 @@
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// Copyright [2023] Krzysztof Rudnicki
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// Copyright [2023] Krzysztof Rudnicki
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_GAME_HPP
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#ifndef HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_GAME_HPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_GAME_HPP
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#define HOME_KUCHY_ENGINEER_THESIS_WUT_BREAKOUT_GAME_HPP
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#include <array>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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@ -13,16 +14,16 @@ class Game {
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public:
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public:
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// game state
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// game state
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GameState State;
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GameState State;
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bool Keys[1024];
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std::array<bool, 1024> Keys;
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unsigned int Width, Height;
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unsigned int Width, Height;
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// constructor/destructor
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// constructor/destructor
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Game(unsigned int width, unsigned int height);
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Game(unsigned int width, unsigned int height);
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~Game();
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~Game() = default;
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// initialize game state (load all shaders/textures/levels)
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// initialize game state (load all shaders/textures/levels)
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void Init();
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void Init();
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// game loop
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// game loop
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void ProcessInput(float dt);
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void ProcessInput(double dt);
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void Update(float dt);
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void Update(double dt);
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void Render();
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void Render();
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};
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};
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@ -25,8 +25,8 @@
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class ResourceManager {
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class ResourceManager {
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public:
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public:
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// resource storage
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// resource storage
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static std::max<std::string, Shader> Shaders;
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template<> static std::max<std::string, Shader>; Shaders;
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static std::max<std::string, Texture2D> Textures;
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template<> static std::max<std::string, Texture2D>; Textures;
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// loads (and generates) a shader program from file loading vertex,
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// loads (and generates) a shader program from file loading vertex,
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// fragment (and geometry) shader's source code.
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// fragment (and geometry) shader's source code.
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// If gShaderFile is not nullptr, it also loads a geometry shader
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// If gShaderFile is not nullptr, it also loads a geometry shader
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@ -1,4 +1,4 @@
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#!/bin/sh
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#!/bin/sh
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clang-tidy --config-file=./.clang-tidy --fix-errors --fix-notes -p ./build/compile_commands.json ./breakout/breakout.cpp
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clang-tidy --config-file=./.clang-tidy -p ./build/compile_commands.json ./breakout/breakout.cpp
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cpplint ./breakout/breakout.cpp
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cpplint ./breakout/breakout.cpp
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